#version 330 core

// Input vertex data, different for all executions of this shader.
in vec3 vertexPosition;
out vec3 fragmentColor;

uniform float mUniform1;
uniform mat4 MVP;


void main()
{
	vec4 v = vec4(vertexPosition * mUniform1, 1);
// 	gl_Position.x = vertexPosition.x * mUniform1;
// 	gl_Position.y = vertexPosition.y * mUniform1;
// 	gl_Position.z = vertexPosition.z * mUniform1;
// 	gl_Position.w = 1.0;
	
	gl_Position = MVP * v;
	
	fragmentColor = clamp(vertexPosition, 0.0, 1.0);

}
